var t = require;
var e = module;
var o = exports;
var n =
    (this && this.__extends) ||
    (function() {
        var t = function(e, o) {
            return (t =
                Object.setPrototypeOf ||
                ({ __proto__: [] }
                    instanceof Array &&
                    function(t, e) {
                        t.__proto__ = e;
                    }) ||
                function(t, e) {
                    for (var o in e) e.hasOwnProperty(o) && (t[o] = e[o]);
                })(e, o);
        };
        return function(e, o) {
            function n() {
                this.constructor = e;
            }
            t(e, o), (e.prototype = null === o ? Object.create(o) : ((n.prototype = o.prototype), new n()));
        };
    })(),
    r =
    (this && this.__decorate) ||
    function(t, e, o, n) {
        var r,
            a = arguments.length,
            i = a < 3 ? e : null === n ? (n = Object.getOwnPropertyDescriptor(e, o)) : n;
        if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) i = Reflect.decorate(t, e, o, n);
        else
            for (var s = t.length - 1; s >= 0; s--)
                (r = t[s]) && (i = (a < 3 ? r(i) : a > 3 ? r(e, o, i) : r(e, o)) || i);
        return a > 3 && i && Object.defineProperty(e, o, i), i;
    };
Object.defineProperty(o, "__esModule", { value: !0 });
var a = t("Util"),
    i = t("ConfS"),
    s = t("fightManager"),
    c = require("./fight车"),
    l = cc._decorator,
    u = l.ccclass,
    p = l.property,
    f = (function(t) {
        function e() {
            var e = (null !== t && t.apply(this, arguments)) || this;
            return (e.bodys = null), (e.prefab = null), e;
        }
        return (
            n(e, t),
            (e.prototype.start = function() {
                this.刷车();
            }),
            (e.prototype.刷车 = function() {
                for (var t = s.default.mapdata, e = 0; e < t.CarRotation.length; e++) {
                    var o = t.CarOffset[2 * e],
                        n = t.CarOffset[2 * e + 1],
                        r = t.CarRotation[e],
                        l = i.DatasManager.CarDatasById[a.randomArray(t.CarID)],
                        u = cc.instantiate(this.prefab);
                    (u.parent = this.bodys), u.getComponent(c.default).set(o, n, r, l);
                }
                this.time = t.CarDelay;
            }),
            (e.prototype.update = function(t) {
                (t = s.default.gamedt(t)), (this.time -= t), this.time <= 0 && this.刷车();
            }),
            r([p(cc.Node)], e.prototype, "bodys", void 0),
            r([p(cc.Prefab)], e.prototype, "prefab", void 0),
            (e = r([u], e))
        );
    })(cc.Component);
o.default = f;